Server Device, Method for Controlling the Same, Computer-Readable Recording Medium, and Game System

ABSTRACT

A program capable of giving an element of surprise to a game to increase the fun and interest, and achieving effects of raising player&#39;s interest in the game and motivation to continue the game, is disclosed herein. The program sets a “personality” such as a preference and a characteristic parameter of a character card (first game content), and sets a “level” of the preference to an item A1 or the like (second game content). Then, the program synthesizes the item A1 or the like selected by the player with a character card C1, performs a calculation for changing the characteristic parameter of the character card based on the “level,” and exhibits a predetermined effect on the character card C1 based on the calculation result of the characteristic parameter of the character card (e.g., when it is greater than or equal to Smax).

BACKGROUND

Disclosed herein are a program and a control method for a game system.

Games provided from a server to mobile terminals operated by playersthrough a communication network have recently achieved popularity, andmany game titles have been released using multiple platforms. The kindsand categories of these games cover a lot of ground, and among them,so-called social games that allow multiple players to participate in thesame game are in fashion.

The kinds of games distributed as social games cover a lot of ground,such as a card battle type role playing game (RPG) and an action game.In these games, a player can operate characters (player characters)displayed on virtual cards to make the player characters grow throughexperiences of various events such as versus battles or mini games ingame scenes set as so-called quests or the like while collecting variousgame items.

There is also known a game capable of arbitrarily combining cardsassociated with the characters or the game items to enhance the levelsof characters' abilities (such as toughness, skill, health point,intelligence, attack power, and defense power) corresponding to thecards (which may be called “enhanced synthesis”) and to transform thecharacters into heteromorphic ones or upgrade the characters (which maybe called “evolutionary synthesis”). For example, JP2001-129258Adiscloses a game method delivery system that can use information data onmultiple character cards delivered to a cellular phone as a game machineto unite these character cards in order to acquire a new character card,to enable the evolution or cultivation of card characters, or to combinea weapon card with a character card in order to increase the fightingstrength of the character.

SUMMARY

It can be said that the enhanced synthesis and evolutionary synthesis ofsuch character cards are one of the techniques effective in raising thefun (enjoyment) of and interest (taste) in and taste of the game.However, in conventional games, the degree of the effect of improvingthe ability obtained by the enhanced synthesis or the evolutionarysynthesis (increase or decrease of various ability parameters) may betotally unknown or unclear due to the display of rough images, or thedegree of the effect to be obtained may be manifested in an item withwhich a character card is combined or presented to a player when bothare combined.

As a result of these circumstances, it is common that the effect of theenhanced synthesis or the evolutionary synthesis is totally unknown tothe player, or conversely, the result of the enhanced synthesis or theevolutionary synthesis can be known to the player before it isperformed. These points lead to losing the element of surprise in theprogress of the game, and this is part of what makes the player littleinterested in the game.

In addition, even though the ability of a character card is enhanced orupgraded as a result of the enhanced synthesis or evolutionary synthesisof character cards, the character card may be just a player characterfor the player as one means to make the game progress and/or nothing buta collection target equivalent to the item. In this regard, there hasbeen no attempt to add a more value to the character card in theconventional games.

The invention disclosed herein has been made in view of such asituation, and it is an object thereof to provide a program and acontrol method for a game system, which can give an unexpected,unpredictable quality to a game to further increase the fun of andinterest in the game in order to raise player's interest in the game andmotivation to continue the game, and which can further add a new valueto a game content such as a character card owned by a player in arelationship with the player.

In order to solve the above problems, the server device according to theinvention disclosed herein provides a game using a first game contentand second game content different from the first game content. Theserver device comprises an information storage unit storing informationrelated to the game; and a control unit for accessing the informationand executing an operation related to the game. The control unitexecutes the steps of: setting a “personality” to the first gamecontent; setting a characteristic parameter of the first game content;setting a “level” about the personality (associated with thepersonality) of the first game content, the level being concealed fromthe player, as one of characteristic parameters of the second gamecontent; causing the player to select any of the second game contents;and changing the characteristic parameter of the first game contentbased on the “personality” of the first game content and the “level” ofthe selected second game content.

Here, the “player” means a user who plays the game performed by theprogram according to the invention disclosed herein, normally anoperator of a terminal device such as a mobile device or a game machinehaving a screen with images of the game displayed thereon. Thecharacteristic parameter of the first game content itself or theparameter value thereof can vary or be changed due to a growth or changeof the first game content. For example, the characteristic parameter ofthe first game content includes “degree of intimacy” (e.g., representedby a numerical parameter) between a player and the first game content, askill, move, or weapon being peculiar to the first game content, aspecial skill, move, or weapon which the first game content is good at(skillful), or the like.

The “game content” comprises characters and goods handled in virtualspace of the game (virtual game space), and cards and items representingor associated with the characters and goods, which is a conceptincluding so-called “objects” in general. The “game content” may evokethe characters and goods directly or indirectly, may be displayed asstill images or moving images or a combination thereof, or as merecharacter information rather than the images. In some cases, the “gamecontent” may not be visually recognizable. For example, the “gamecontent” may be recognizable through the auditory sense alone such asaudio information. The “first game content” and the “second gamecontent” are both kinds of “game content” mentioned above, and the firstwords (“first” and “second”) indicate that both are different from eachother. The “first game content” and the “second game content” are notparticularly limited as long as both can be combined and synthesized. Aswill be described later, a virtual card (character card) that representsa character is typically cited as the “first game content,” and an itemthat represents an article of goods is typically cited as the “secondgame content.”

Further, for example, a preference for food, goods, or a hobby (such asliking/disliking or strong/weak points) is cited as the “personality”set to the first game content. Further, the “level” about the“personality” of the first game content as one of the characteristicparameters of the second game contents indicates the degree, level,strength, condition, or increase/decrease of the “personality.” Forexample, when the first game content is a human or animal character, the“personality” is a preference for food, and the second game contents arefood or other articles of taste, the degrees or states ofliking/disliking of food are cited as the “levels” of preferences forthese kinds of food and the like, such as love, like, dislike, hate, andneutral.

Then, in the game performed by such a program, a player can generallyparticipate in the game through a character taking an active part,acting, and thinking in virtual game space on behalf of the player, andthe first game content associated with the character. Further, thecharacteristic parameter of the first game content is changed based onthe “level” of the second game content associated with the “personality”of the first game content depending on a combination of the first gamecontent owned by the player and the second game content selected by theplayer.

In other words, the characteristic parameter of the first game contentcan be thus changed by providing a “personality” for the first gamecontent owned by the player and combining the first game content with asecond game content having a “level” associated with the “personality.”As a result, the characteristic parameter of the first game content ismade different for each first game content owned by the player, andhence differences in the degree of ties between respective the firstgame content and the player can be generated. This can ferment(encourage) the player's attachment (feeling of commitment) to the firstgame content, and hence increase variation in the progress of the game.

Further, the “level” set to the second game content is concealed fromthe player, and the player can infer the “level” set to the second gamecontent by learning the result of a change in the characteristicparameter of the first game content. Specifically, when the first gamecontent is a character card, the “personality” is a preference for food,and the second game content is food as previously discussed, the playercan read the liking/disliking of the character card for each kind offood. Thus, the player can collect and learn pieces of information onthe “levels” related to the preferences for the second game contents tomake the game progress advantageously later on or further increase gamevariation. In this regard, the unpredictable quality of and interest inthe game that are not present in conventional games can also berealized.

It is also preferred to further cause the computer to execute a step ofmaking different any of display forms of the first game content, thesecond game content, and rendition of the game according to the secondgame content. For example, when the player owns multiple second gamecontents, and selects two or more from the second game contents to becombined and synthesized with the first game content, it is preferred todisplay these multiple second game contents in forms different from eachother and visually recognizable to the player, or to make different thedisplay form of the first game content and/or the display form of gamerendition associated with the second game contents in addition to thedisplay forms of the second game contents. This has the advantages ofimproving the visibility, distinctiveness, and selectivity of each offirst game content and/or the second game content, and making it easyfor the player to observationally contemplate the “levels” set to thesecond game content in consideration of a balance with the “personality”set to the first game content.

Although the “levels” set to the second game contents are concealed fromthe player as mentioned above, a characteristic parameter of the firstgame content changed based on the “personality” of the first gamecontent and the “levels” of the second game contents (i.e., the resultof a change) may be displayed in a form different for each second gamecontent. This can make it easy for the player to check on or determinethe result of the change in the characteristic parameter of the firstgame content, and enhance the visual effect as a game screen.

Further, for example, if a specific effect is exhibited on the firstgame content based on the result of the change in the characteristicparameter of the first game content, the above-mentioned enhancedsynthesis or evolutionary synthesis can be performed by the combinationof the first game content and a second game content. In this case, sincethe “level” set to the second game content is reflected in the effect tobe exhibited by the enhanced synthesis or the evolutionary synthesis,the player can infer the “level” set to the second game content to someextend indirectly from the exhibited effect.

Therefore, it is preferred to further cause the computer to execute astep of exhibiting a specific effect under the control of the programbased on the characteristic parameter of the first game content. At thistime, the “specific effect” is not particularly limited. For example, aneffect of enabling the first game content to use a predetermined skilland/or an effect of changing the ability of the first game content (suchas toughness, skill, health point, intelligence, attack power, ordefense power) are cited. In other words, an effect obtained by theabove-mentioned enhanced synthesis or evolutionary synthesis with thefirst game content, i.e., an improvement in the ability or the level, achange and a form of the change in the first game content itself, or afunctional enhancement is cited as the “specific effect.”

More specifically, in this case, when a specific second game content(having a characteristic parameter of the first game content concerned)among the second game contents is combined with the first game contentin a state where the characteristic parameter of the first game contentis greater than or equal to the preset maximum value, theabove-mentioned specific effect may be exhibited. In other words, athreshold value for the characteristic parameter of the first gamecontent that can exhibit the specific effect may be set. It is alsopreferred to further cause the computer to make the player recognizesuch a specific second game content. The recognition technique in thiscase is not particularly limited. For example, a game screen or the likemay be provided to indicate that the second game content is specific insuch a manner that the player can learn the fact only when thecharacteristic parameter of the first game content exceeds the thresholdvalue, or rendition may be performed upon combining (synthesizing) thefirst game content with the specific second game content in a formdifferent from a combination with another second game content, or thedisplay form of the specific second game content itself may be madedifferent from the display form of the other second game content.

Further, the computer may be caused to execute the steps of: setting aspecific second game content among the second game content as a triggerto exhibit a specific effect under the control of the program, andsetting an appearance probability of the specific effect to the specificsecond game content as the trigger; and exhibiting the specific effectbased on the characteristic parameter of the first game content and theappearance probability. The number of specific second game content inthe combination with the first game content may be one or more, and whenthe number of specific second game content is plural, the specificeffect exhibited per specific second game content and/or its appearanceprobability may be identical to or different from each other.

This leads to holding a lottery based on a probability to which theabove-mentioned characteristic parameter of the first game content isadded in addition to the appearance probability of the specific effectset to the second game content, i.e., a lottery according to theprobability. As a result, it can be determined whether to exhibit thespecific effect or not.

Further, it is preferred to change the characteristic parameter of thefirst game content or the “levels” of the second game contents under thecontrol of the program according to the combination of multiple secondgame contents.

In such a structure, the characteristic parameter of the first gamecontent can be changed more than a case expected from the level of eachof the second game contents depending on the combination of the multiplesecond game contents, rather than the case where the characteristicparameter of the first game content is always changed according to the“level” of a single second game content. For example, when the firstgame content is a character card, the “personality” is a preference forfood, and the second game content is food as discussed above, a mode ofincreasing/decreasing the characteristic parameter of the first gamecontent depending on the right or wrong (good or bad) of a presetso-called “combination of foods” (i.e., a combination of multiple secondgame contents) is cited. In this case, when the “combination of foods”is set to “wrong (bad)” for the character card even if they are allfavorite kinds of food for the character card, the characteristicparameter of the first game content can be reduced upon feeding thesekinds of food at a time, whereas when the “combination of foods” is setto “right (good),” the characteristic parameter of the first gamecontent can be increased more than the case where each kind of food isfed individually. This enables the player to further develop the game inan unexpected manner.

Even when the “levels” of the second game contents themselves arechanged according to the combination of the multiple second gamecontents, since the characteristic parameter of the first game contentcan be changed indirectly as a result, depending on the combination ofthe first game content and a second game content the “level” of which ischanged, an effect equivalent to the case of directly changing thecharacteristic parameter of the first game content can be obtained.

Further, for example, when the “level” of the second game contentselected by the player increases the characteristic parameter of thefirst game content in a state where the characteristic parameter of thefirst game content exceeds a predetermined value, the characteristicparameter of the first game content may be reduced inversely. Forexample, when the first game content is a character card, thepersonality is a preference for food, and the second game content isfood as discussed above, a state where the characteristic parameter ofthe character card is already high enough as a result of giving thecharacter card a lot of favorite food (an example of the state where thecharacteristic parameter of the first game content exceeds thepredetermined value) can be exemplified. At this time, a mode ofreducing the characteristic parameter of the first game content with theplayer because of the fact that the character card is already surfeitedeven if the favorite food is further fed to the character card is cited.

Furthermore, when multiple players can participate in the game, thecomputer can be caused to execute a step of combining a second gamecontent selected by one player in the multiple players with a first gamecontent owned by another player in the multiple players, and changing acharacteristic parameter of the first game content based on apersonality of the first game content owned by the other player and alevel of the second game content selected by the one player.

Such a structure is effective in a case where the game is a social gameas mentioned above. For example, when the first game content is acharacter card, the “personality” is a preference for food, and thesecond game content is food as previously discussed, a mode of feedingfood selected by the one player to a character card of the other player(a friend of the one player or the like) is cited. Even in this case,the characteristic parameter of the other player's character card can beincreased or decreased depending on the level of the preference set tothe given food. This can facilitate the communication between both suchas exchange and cooperation therebetween.

In this case, the “levels” set to the second game contents may be madedifferent between respective “personalities” of a first game contentowned by one player and a first game content owned by the other player.In other words, such a setting that the preferences of character cards,each functioning as a substitute for a player, are made differentaccording to the difference between the preferences of players can beadopted.

The control method for a game system according to the inventiondisclosed herein is a method for effectively controlling a game systemimplemented by the above-mentioned program of the invention, i.e., acontrol method for a game system comprising a server having aninformation storage unit storing information related to a game using afirst game content and second game content different from the first gamecontent, and a control unit for accessing the information and performingcalculations related to the game.

In this method, the control unit performs control processing for settinga “personality” to the first game content, setting a characteristicparameter of the first game content, setting a “level” about thepersonality of the first game content, the level being concealed fromthe player, as one of characteristic parameters of the second gamecontent, causing the player to select any of the second game contents,and changing the characteristic parameter of the first game contentbased on the “personality” of the first game content and the “level” ofthe selected second game content.

The game system according to the invention disclosed herein is a systemcomprising a terminal device operated by the above-mentioned player anda server connected to the terminal device through a communication lineto provide a game, wherein the server may have an information storageunit storing information related to the game, and a control unit foraccessing the information and performing calculations related to thegame. In such a system configuration, the control unit performs controlprocessing for setting a “personality” to a first game content, settinga characteristic parameter of the first game content, setting a “level”about the “personality” of the first game content, the level beingconcealed from the player, as one of characteristic parameters of secondgame content, causing the player to select any of the second gamecontents, and changing the characteristic parameter of the first gamecontent based on the “personality” of the first game content and the“level” of the selected second game content.

According to the invention disclosed herein, a “personality” is providedfor a first game content owned by a player, a “level” associated withthe “personality” is set to a second game content, and both game contentare combined to change the characteristic parameter of the first gamecontent. This can ferment the player's attachment to the first gamecontent, and hence increase variation in the game development, giving anunpredictable quality to the game. As a result, the fun of and interestin the game can be drastically increased compared with the conventional,and hence the player's interest in the game and motivation to continuethe game can be raised. In addition, a new value can be added to therelationship between the player and the first game content by changingthe characteristic parameter of the first game content, and this canbring (introduce), into the game, taste (elaborate performance) ortechniques that are not present in the conventional.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic flowchart showing part of a processing procedurein a game performed by one preferred embodiment of a program accordingto the invention;

FIGS. 2A to 2D are schematic views as examples of items, showing a statewhere these items are displayed on a screen of a terminal deviceoperated by a player;

FIG. 3 is a schematic flowchart showing part of a processing procedurein a game performed by another preferred embodiment of the program;

FIG. 4 is a schematic block diagram (system block diagram) showing onepreferred embodiment of a game system comprising a server as a computeruseful to run the program;

FIG. 5 is a schematic block diagram (system configuration diagram)showing the one preferred embodiment of the game system comprising theserver as the computer useful to run the program; FIG. 6 is a schematicblock diagram (functional block diagram) of the server shown in FIG. 4and FIG. 5; and

FIG. 7 is a schematic block diagram (functional block diagram) of aterminal device shown in FIG. 5.

DETAILED DESCRIPTION

Embodiments of the invention disclosed herein will be described indetail below. Note that the embodiments to be described below areintended only to be illustrative examples to describe the invention, andthe invention disclosed herein is not limited to the embodiments alone.Various modifications are possible without departing from the spirit ofthe invention. Further, those skilled in the art can adopt any otherembodiment in which each component or element to be described below isreplaced with an equivalent one, and such an embodiment is included inthe scope of the invention disclosed herein. Note that positionalrelations, such as left, right, top, and bottom, indicated as needed arebased on those shown in the drawings unless otherwise noted. Notefurther that various dimension ratios in the drawings are not limited tothe dimension ratios shown. In order to facilitate the understanding,the following description will take, as an example, embodiments in whichthe invention is carried out by using a game information processingapparatus, but as mentioned above, the invention disclosed herein is notlimited thereto.

FIG. 1 is a schematic flowchart showing part of a processing procedurein a game performed by one preferred embodiment of a program accordingto the invention. This game is an example of a card game type RPG inwhich a story unfolds with a character (player character) as the maincharacter, where the character is displayed on a virtual character card(first game content) owned by a player.

In this game, multiple events and scenes as game scenes (e.g.,locations, dungeons, quests) and various conditions for playercharacters to obtain rewards in these events are set. For example, aplayer character can obtain a reward by winning in a versus battle or amini game with an enemy character or an opponent character, or byparticipating in a meeting event to gather points. Note that theseevents or scenes such as locations, dungeons, or quests may behierarchized as mutual or individual structures, or may not behierarchized.

Here, the “reward” means something that advantageously works on theplayer character in the progress of the game when the player characterowns it, something that places greater values, and further somethingwith a value or a feature set in itself such as rarity. The kind andform of the reward are not particularly limited. Specific examples ofrewards include items usable in various events, items capable ofdeveloping, strengthening, or recovering player characters, and itemsthe player characters can wear or be armed therewith. These items arenot limited to material objects in the virtual space of the game,including numeric values of parameters, such as points, chips, andcoins. These items may also be set to be purchasable with other items orpoints.

Further, this game is so formed that a predetermined item (second gamecontent) can be combined and synthesized with a character card. Morespecifically, FIG. 1 shows an example of a processing procedure when thecharacter card and the item are synthesized. Note that various kinds ofprocessing (image or screen display, determination, calculation, and thelike) in the procedure mentioned below are performed based on controlinstructions from a computing unit 101 of a server 100 to be describedlater with reference to FIG. 4 to FIG. 7. In other words, the computingunit 101 functions as a “computer” in the program according to theinvention disclosed herein, and as a “control unit” in a control methodfor a game system according to the invention. Further, various storagemedia with game information recorded thereon in addition to a ROM 102, aRAM 103, and an external memory 106 to be described later as wellcorrespond to an “information storage unit” in the program and the gamesystem control method according to the invention.

As shown in FIG. 1, processing is started at step SP0, and varioussettings are first performed (step SP10). The various settings includethe setting of a “personality” to each of multiple character cards, suchas a preference for food, goods, or a hobby (such as liking/disliking orstrong/weak points) (step SP11), the setting of characteristicparameters to each character card (step SP12), and the setting of itemcharacteristic parameters (step SP13).

In step SP12, the “degree of intimacy” between a player and thecharacter card (as the above-mentioned characteristic parameter of thefirst game content) is set as one of the characteristic parameters forthe character card, for example, as a numerical parameter (e.g., in arange between a minimum value of 0% to a maximum value of 100%). In stepSP13, a “level” of the “personality” associated with the character cardis also set as one of the item characteristic parameters. Morespecifically, when items are various kinds of food as exemplified above,love, like, dislike, hate, and neutral are set as the “levels” ofpreferences for these kinds of food.

Here, FIGS. 2A to 2D are schematic views showing examples of foods in astate where these items are displayed on a screen 2 a of a terminaldevice 2 operated by a player. In these examples, item A1 is apple, itemA2 is melon, item A3 is banana, and item A4 is peach. Further, in theseitems A1 to A4, the following is set as the “levels” of preferences(“personalities”) for food on character card C1 among multiple charactercards owned by the player, namely: “like” to apple, “love” to melon,“dislike” to banana, and “hate” to peach. The details of the statesshown in FIGS. 2A to 2D will be described later.

Returning to FIG. 1, after completion of the various settings (stepSP10), the player can synthesize desired items (here, the items A1 to A4shown in FIG. 2) with the character card C1 at appropriate timing tostrengthen or evolve the player character (enhanced synthesis orevolutionary synthesis). Thus, the player selects the items A1 to A4 tobe synthesized with the character card C1 (step SP20).

The items A1 to A4 selected by the player are synthesized with thecharacter card C1 sequentially (step SP30). At this time, theabove-mentioned “levels” set to the items A1 to A4 are first determined(step SP31), and based on the “levels,” calculations to change theinitial value of the “degree of intimacy” of the character card C1 areperformed, and the results are displayed on the screen 2 a of theterminal device 2 (step SP32). The “levels” related to the preferencesof the character card C1 and set to these items A1 to A4, and the rateof change of the “degree of intimacy” of the character card (percentage:the increase-decrease rate from the initial value) are set, for example,as shown in an information setting table (master table) represented byTable 1 mentioned below (this setting can also be performed as part ofthe various settings in step SP10 mentioned above). This informationsetting table is stored in the ROM 102, the RAM 103, the external memory106, or the like as the information storage unit in a manner to be ableto be read and written by the computing unit 101 of the server 100 (thesame applies to other information setting tables).

TABLE 1 RATE OF CHANGE OF ITEM LEVEL INTIMACY DEGREE ITEM A1 (APPLE)LIKE +50% (UP) ITEM A2 (MELON) LOVE +95% (DRASTICALLY UP) ITEM A3(BANANA) DISLIKE −40% (DOWN) ITEM A4 (PEACH) HATE −90% (DRASTICALLYDOWN)

FIGS. 2A to 2D are also examples of rendition when the character card C1and each of the items A1 to A4 are synthesized, respectively, showingstates after the “degree of intimacy” of the character card C1 ischanged. Note that the “rendition” when a character card and an item aresynthesized denotes the overall effect recognizable to the player interms of the synthesis of both, including the effect of a moving imageor a still image displayed on the terminal device 2, sound output fromthe terminal device 2, music, and sound effects. For example, in FIG.2A, an illustration or a photographic image of apple indicative of theselected item A1 is displayed in the central part of the screen 2 a ofthe terminal device 2, and a gauge 31 visually showing the calculationresult of the “degree of intimacy” is displayed in an area above theapple as shown. The gauge 31 uses the proportion of a shaded area to theoverall width of the gauge to indicate a state of +50% of the “degree ofintimacy” from the initial value as shown in Table 1. Heart-shaped FIG.41 are also displayed in FIG. 2A as a rendition effect that makes iteasier to visually recognize the fact that the “level” of the item A1with respect to the preference of the character card C1 is “like” andthe degree of intimacy is increased by 50%. Thus, both the gauge 31 andthe FIG. 41 are part of “rendition” (especially screen rendition) whenthe character card and the item are synthesized.

Similarly, in FIG. 2B, an illustration or a photographic image of melonindicative of the item A2, a gauge 32 indicative of the calculationresult of the “degree of intimacy” (a state of +95% of the “degree ofintimacy” from the initial value), and heart-shaped figures (including alarger heart-shaped figure) different from the heart-shaped FIG. 41 andindicating that the “level” of the item A2 is “love” and the “degree ofintimacy” is increased by 95% are displayed. On the other hand, in FIG.2C, an illustration or a photographic image of banana indicative of theitem A3, a gauge 33 indicative of the calculation result of the “degreeof intimacy” (a state of −40% of the “degree of intimacy” from theinitial value), and cross mark FIG. 43 indicating that the “level” ofthe item A3 is “dislike” and the “degree of intimacy” is decreased by40% are displayed. Further, in FIG. 2D, an illustration or aphotographic image of peach indicative of the item A4, a gauge 34indicative of the calculation result of the “degree of intimacy” (astate of −90% of the “degree of intimacy” from the initial value), anddifferent cross mark FIG. 44 (including a larger cross mark figure)indicating that the “level” of the item A4 is “hate” and the “degree ofintimacy” is decreased by 90% are displayed.

Thus, since the synthesized cards are displayed in forms different fromone another according to the items A1 to A4, the visibility,distinctiveness, and selectivity of each of the items A1 to A4 can beimproved. This can also make it easier to observationally contemplate orrecall the kinds of fruit of the items A1 to A4 as shown in FIG. 2,adding further reality to the game and contributing to increasing theinterest in the game as well.

In the meantime, it is set that the player cannot directly acquire the“levels” set for these items A1 to A4 and shown in Table 1. In otherwords, information on to what extent the player character of thecharacter card C1 likes or dislike each of the items A1 to A4 isconcealed from the player. Therefore, the player can infer the “levels”set for the items A1 to A4 only after visually recognizing the gamescreens shown in FIGS. 2A to 2D as rendition images of the synthesisresults of the character card C1 and the items A1 to A4. In other words,based on the illustrations or the like representing the items A1 to A4,and the gauges 31 to 34 and the FIGS. 41 to 44 representing thecalculation results of the “degrees of intimacy,” the player canappreciate information as to whether the character card C1 likes orloves, or dislikes or hates each of the items A1 to A4. Thus, thecalculation results of the “degrees of intimacy” are displayed in formsdifferent for each of the items A1 to A4, and this makes it easier forthe player to determine the results of changes in the “degree ofintimacy,” and further enhances the visual effects as game screens,enabling further improvement of the interest in the game.

Note that FIGS. 2A to 2D show the states when each of the items A1 to A4is combined individually with the character card C1 to synthesize both,i.e., the results of changes in the “degree of intimacy” from theinitial value as mentioned above. However, when these multiple items A1to A4 are combined with the character card C1 sequentially to synthesizeall, the change in the “degree of intimacy” can be set as a cumulativevalue of these change rates. In other words, when the character card C1and the items A1 to A4 are synthesized at a time, the calculation resultof the “degree of intimacy” in the example shown in Table 1 is obtainedby accumulating the rates of change of these “degrees of intimacy”(+50%+95%−40%−90%=+15%), and based on the result, +15% of the initialvalue can be calculated.

Returning to FIG. 1 again, upon completion of the synthesis of thecharacter card C1 and the items A1 to A4, and the calculation and resultdisplay of the “degree of intimacy” of the character card C1, it isdetermined whether the calculated “degree of intimacy” is greater thanor equal to the maximum value Smax (step SP40). Note that this maximumvalue Smax can also be set in step SP10, where the various settings areperformed. When the “degree of intimacy” is greater than or equal to themaximum value Smax (when Yes in step SP40), the character card C1exhibits a predetermined effect (step SP50).

For example, in the case of the enhanced synthesis of the character cardC1, a special skill preset to the character card C1 as a latent abilityis made exercisable (so-called skill release). Alternatively, a specialskill as a newly imparted ability rather than that potentially set tothe character card C1 may be made exercisable. In the case of theevolutionary synthesis of the character card C1, such a form that thenumeric value of the attack power or defense power of the playercharacter of the character card C1 is increased by an amount much largerthan that imparted by performing a common game can be exemplified.

More specifically, when the initial value (default) of the “degree ofintimacy” is +20% and Smax thereof is set to +100%, since thecalculation result of the “degree of intimacy” when the character cardC1 and the items A1 to A4 are synthesized at a time as mentioned above(+20% (default)+15%=+35% because of +15% of the initial value as thecumulative value) is less than Smax, No is determined in step SP40. Inthis case, the skill release or the evolution of the character card C1cannot be performed. However, if only the items A1 and A2 aresynthesized with the character card C1 in step SP30, since thecalculation result of the “degree of intimacy” will be +20%(default)+50% (item A1)+95% (item A2)=+165% (see Table 1), Yes isdetermined in step SP40 to enable the skill release or the evolution ofthe character card C1.

Even when the items A1 to A4 are all synthesized, it is assumed that, ifthe “degree of intimacy” is calculated for each item and thedetermination in step SP40 is made appropriately, the calculated valueof the “degree of intimacy” may exceed the Smax in the middle of thesynthesis processing depending on the order of synthesis of the items.For example, when the character card C1 is synthesized with the items inorder of item A3, item A1, and item A2, the calculation result of the“degree of intimacy” in the synthesis step of the item A2 becomes +20%(default)−40% (item A3)+50% (item A1)+95% (item A2)=+105% (see Table 1),exceeding the Smax (+100%) in the step. If the synthesis processing isstopped at the time (for example, without further synthesis of the itemA4) and step SP40 is executed in this state, the determination resultwill be Yes, enabling the skill release or the evolution of thecharacter card C1.

On the other hand, when the “degree of intimacy” of the character cardC1 after being subjected to synthesis and calculation is less than themaximum value Smax (when No in step SP40), the character card C1 cannotexhibit the predetermined effect. After passing through steps SP40 andSP50, the player may finish the synthesis processing or the game itselfin step SP1, or may move into any event other than the synthesis.

FIG. 3 is a schematic flowchart showing part of a processing procedurein a game performed by another preferred embodiment of the programaccording to the invention disclosed herein. This procedure in thesecond embodiment is the same as the procedure in the first embodimentshown in FIG. 1 except in that step SP14 is added and executed in thevarious setting step SP10, and steps SP60, SP70, and SP80 are executedinstead of steps SP40 and SP50.

In other words, in the various setting step SP10 of the embodiment,effects E1, E2, and E3 (specific effects) are set to the items A1, A2,and A3, respectively (step SP14), in addition to the execution of the“personality” setting step SP11, the “degree of intimacy” setting stepSP12, and the “level” setting step SP13 mentioned above. The contents ofthese effects E1, E2, and E3 are not particularly limited. For example,the effects may be so set that the defense power of the character cardC1 is put up by +3000 as the effect E1 of the item A1, the attack powerof the character card C1 is increased by 1.5 times as the effect E2 ofthe item A2, and 100 chips usable in the game are given to the player asthe effect E3 of the item A3. Alternatively, such an effect that theplayer character of the character card C1 can exercise a special skillmay be set.

Then, like in the first embodiment, the items A1 to A4 are selected asitems to be synthesized (step SP20), the “degrees of intimacy” arecalculated based on the “levels” set for the items (steps SP31 and SP32)in the synthesis of these items with the character card C1 (step SP30).Next, unlike in the first embodiment, a lottery to determine which ofthe effects E1, E2, and E3 respectively set to the items A1, A2, and A3is exhibited is held (step SP60).

Here, an appearance probability unique to each of the effects is alsoset in addition to the setting of the effects E1, E2, and E3 to theitems A1, A2, and A3 (such a setting can also be performed in thevarious setting step SP10). An example of the information setting tableis shown in Table 2 below.

TABLE 2 APPEARANCE PROBABILITY ITEM EFFECT (WEIGHT) ITEM A1 (APPLE) E1   100 (0.1%) (DEFENSE POWER + 3000) ITEM A2 (MELON) E2 2000 (2%) (1.5TIMES OF ATTACK POWER) ITEM A3 (BANANA) E3 15000 (15%) (100 CHIPS) ITEMA4 (PEACH) NONE NONE

Then, the lottery in step SP60 is held based not only on the appearanceprobability set to each of the effects E1, E2, and E3 of the items A1,A2, and A3, but also on the “degree of intimacy” calculated bysynthesizing the character card C1 and each of the items A1 to A4. Forexample, the winning rate of each of the effects E1, E2, and E3 iscalculated as the appearance probability×the degree of intimacy×anadjustment factor R. As a more specific example, the winning rate ofeach of the effects E1, E2, and E3 in the lottery when the adjustmentfactor R=5.0 in the above example of the calculation result of the“degree of intimacy” (+35%) is shown in Table 3 below.

TABLE 3 DEGREE WIN- APPEARANCE OF NING ITEM EFFECT PROBABILITY INTIMACYR RATE ITEM A1 E1 0.1% +35% 5.0 1.5% (APPLE) ITEM A2 E2   2% 3.5%(MELON) ITEM A3 E3  14% 24.5% (BANANA) ITEM A4 NONE NONE NONE (PEACH)

Thus, the winning rate calculated based on the “appearance probability”and the “degree of intimacy” is used to hold a lottery for each of theeffects E1, E2, and E3 of the items A1, A2, and A3 and to determinewhether at least any one of the effects E1, E2, and E3 has been drawn(step SP70). When any of the effects E1, E2, and E3 has been drawn (whenYes in step SP70), the effect is exhibited on the character card C1. Onthe other hand, when none of the effects E1, E2, and E3 have been drawn(when No in step SP70), the player may finish the synthesis processingor the game itself in step SP1, or may move into any event other thanthe synthesis.

FIG. 4 and FIG. 5 are schematic block diagrams (a system block diagramand a system configuration diagram) showing one preferred embodiment ofa game system comprising a server as a computer useful to run a programaccording to the invention. As shown in these figures, a server 100included in the game system 1 is a server computer connected to anetwork 200, and a predetermined server program is run on the servercomputer to fulfill a server function. Further, the server 100 andterminal devices 2 such as client computers 21 and mobile terminals 22,connected by wire and/or wireless to the network 200, are set up to becommunicable with one another to configure a game system 1. Note thatthe server 100 itself is an example of the game system according to theinvention disclosed herein.

The network 200 is, for example, a communication line or a communicationnetwork relating to information processing such as the Internet, and aspecific structure thereof is not particularly limited as long as thenetwork 200 enables the exchange of data between the server 100 and theterminal devices 2. For example, the network 200 may comprise a basestation wirelessly connected to the terminal devices 2, a mobilecommunication network connected to the base station, the Internetconnected to the server, and a gateway device for connecting the mobilecommunication network and the Internet.

The server 100 is configured such that the computing unit 101 such as aCPU or an MPU, the ROM 102 and the RAM 103 as storage devices, anexternal interface 104 to which an input unit 105 and an external memory106 are connected, an image processing unit 107 to which a displaymonitor 111 is connected, a slot drive 108 into or to which a disk or amemory device is loaded or connected, an audio processing unit 109 towhich a speaker device 112 is connected, and a network interface 110 areconnected to one another through a transmission path 120 such as asystem bus, for example, an internal bus, an external bus, and anexpansion bus. Note that devices responsible for input/output of theinput unit 105, the external memory 106, the display monitor 111, andthe speaker device 112 may be omitted appropriately as needed, or evenwhen these devices are included, they may not always be connected to thetransmission path 120.

The computing unit 101 comprises one or more processors and peripheralcircuits thereof, and controls the entire operation of the server 100not only to exchange control signals and information signals (data) withthe other components mentioned above, but also to perform variousarithmetic processing necessary to execute a game. Therefore, thecomputing unit 101 is configured to be able to perform, on afast-accessible storage area such as a so-called register, arithmeticoperations such as addition, subtraction, multiplication and divisionusing an arithmetic logical unit or the like, logical operations such aslogical OR, logical AND, and logical NOT, bitwise operations such asbitwise OR, bitwise AND, bitwise invert, bitwise shift, and bitwiserotate, and if desired, a saturation calculation, a trigonometricfunction calculation, a vector operation, and the like. The computingunit 101 can run two or more programs in parallel.

An IPL (Initial Program Loader) first executed after power-on isgenerally recorded in the ROM 102. This IPL is executed so that thecomputing unit 101 will read various programs and various data once intothe RAM 103 to execute the programs, where the programs are recorded onthe disk or in the memory device loaded in or connected to the slotdrive 108. An operating system program necessary to control the entireoperation of the server 100, various application programs (includingdriver programs, a server program, and a game program), and various data(such as data necessary for the progress of the game and communicationbetween two or more terminal devices 2) may also be recorded in the ROM102.

The RAM 103 is to store programs and data temporarily, holding thevarious programs and various data read by the computing unit 101 asmentioned above. The operating system program, the various applicationprograms (including the driver programs, the server program, and thegame program), and the various data mentioned above may be recorded inthe RAM 103. The computing unit 101 sets a variable area in the RAM 103to perform direct operations using the arithmetic logical unit on valuesstored in the variable area as well, or once copies or moves the valuesstored in the RAM 103 to the register to perform direct operations onthe register and further perform processing for writing these operationresults back to the RAM 103.

The input unit 105 connected through the external interface 104 is toaccept various operations input from a user (SNS provider or gameprovider) of the server 100. As the input unit 105, a voice input unitcan be employed as well as a keyboard, a touch pad, and a touch panel.The kind of device as the input unit 105 is not particularly limited aslong as the device can input instructions, such as various operations, aconfirmation operation, a cancel operation, and the display of a menu.

Rewritably stored in the RAM 103 and the external memory 106, removablyconnected through the external interface 104, are data indicative of theoperating conditions of the server 100, the access status of eachterminal device 2, and the game playing conditions and the stages ofprogress (the results in the past, and the like) on each terminal device2, log (record) data on communication between terminal devices 2, andthe like. The external memory 106 can, for example, be a flash memory, amagnetic disk unit, an optical disk unit, or a magnetic tape unit.

The image processing unit 107 processes the various data read from theslot drive 108 by the computing unit 101 or by itself, and recordsprocessed image information in a frame memory or the like. The imageinformation recorded in this frame memory is converted to a video signalat predetermined synchronization timing, and output to the displaymonitor 111 connected to the image processing unit 107. This enablesvarious images to be displayed. Further, in cooperation with thecomputing unit 101, image information on a game is sent from the imageprocessing unit 107 and/or the computing unit 101 to each terminaldevice 2.

The audio processing unit 109 converts the various data read from theslot drive 108 into audio signals, and outputs the audio signals fromthe speaker device 112 connected to the audio processing unit 109.Further, in cooperation with the computing unit 101, audio informationon the game (sound effects and music information) is sent from the audioprocessing unit 109 and/or the computing unit 101 to each terminaldevice 2.

The network interface 110 is configured to comprise the server 100 tothe network 200. The network interface 110 is configured to comprise,for example, an analog modem, an ISDN modem, or an ADSL modem, whichconforms to each standard used in establishing a LAN, a cable modem forconnection to the Internet using a cable TV line, and the like, and aninterface (communication interface circuit) for connecting these to thecomputing unit 101 through the transmission path 120.

The hardware configuration of the server 100 is as mentioned above, andFIG. 6 is a schematic block diagram (functional block diagram) showingthe server 100 shown in FIG. 4 and FIG. 5 from a functional perspective.The server 100 is to make a game progress in response to a player'srequest from a terminal device 2, comprising at least a servercommunication unit 131, a server storage unit 132, and a serverprocessing unit 133 as functions for making the game progress.

The server communication unit 131 is to perform communication betweenthe server 100 and the network 200, having a function of supplying datareceived from a terminal device 2 or the like to the server processingunit 133, and transmitting data supplied from the server processing unit133 to the terminal device 2. Specifically, this server communicationunit 131 is configured to comprise at least the above-mentioned networkinterface 110 shown in FIG. 4.

The server storage unit 132 is to store various programs and variousdata. Specifically, the server storage unit 132 is configured tocomprise at least any one of the ROM 102, the RAM 103, and the externalmemory 106 shown in FIG. 4 and mentioned above. Here, a game programstored in the server storage unit 132 is a game application program forperforming the procedure in the first embodiment shown in FIG. 1 and theprocedure in the second embodiment shown in FIG. 3, and display data onthe game and data on various calculation results are recorded in theserver storage unit 132.

Further, the server storage unit 132 may temporarily store temporarydata on predetermined arithmetic processing in the server processingunit 133 as well as a player management table for managing players, agame content management table (in which information setting tables ofTable 1 to Table 3 mentioned above are included, for example) formanaging game content such as character cards and items, a groupmanagement table for managing groups if there is any group to whichplayers belong, a battle event management table for managing battleevents as required, and an enemy management table for managingcharacters such as enemy characters other than player characters asrequired. Note that these management tables are associated with oneanother by player IDs or the like as required.

Further, taking a game including a battle event as an example, theserver processing unit 133 is constructed from the computing unit 101shown in FIG. 4, comprising, as functional modules, a control unit 134,a battle starting unit 135, a player entry unit 136, a battleprogressing unit 137, and a reward imparting unit 138. Each of theseunits (functional modules) may be implemented by the above-mentionedvarious programs executed by a processor of the computing unit 101, ormounted as firmware in the computing unit 101.

FIG. 7 is a schematic block diagram of a terminal device 2 shown in FIG.5, which is also a functional block diagram including a functionalperspective. For example, the terminal device 2 is a mobile terminal 22as mentioned above, and a multifunctional mobile phone (so-called“smartphone”), a cellular phone (so-called “feature phone”), a personaldigital assistant (PDA), a portable game machine, a portable musicplayer, and a tablet PC are cited as the mobile terminal 22. Such aterminal device 2 comprises a terminal communication unit 141, aterminal storage unit 142, an operation unit 143, a display unit 144,and a terminal processing unit 145.

The terminal communication unit 141 is provided with a communicationinterface circuit comprising an antenna with a predetermined frequencyband as its sensitive band to connect the terminal device 2 to thenetwork 200 through a radio communication network. The communicationmode in this case is not particularly limited. For example, a radiosignal line is established by a WCDMA (registered trademark) (WidebandCode Division Multiple Access) with a base station for the communicationthrough a channel assigned by the base station to perform communicationwith the base station. Then, the terminal communication unit 141transmits data supplied from the terminal processing unit 145 to theserver 100, and supplies data received from the server 100 to theterminal processing unit 145.

The terminal storage unit 142 comprises, for example, at least one of aflash memory, a magnetic disk unit, and an optical disk unit to store anoperating system program, driver programs, application programs, anddata used for processing in the terminal processing unit 145. Amongthem, for example, the driver programs comprise an input device driverprogram for controlling the operation unit 143, and an output devicedriver program for controlling the display unit 144. Programs foracquiring and displaying image display data related to the progress of agame can be exemplified as the application programs. The data comprisesdisplay data related to the progress of the game, video data, imagedata, and the like. Note that the terminal storage unit 142 maytemporarily store temporal data related to predetermined processing.

The operation unit 143 may be any device as long as it makes theterminal device 2 operable and the player can enter characters, numbers,and the like. For example, a touch panel, a touch-pad, and a keyboardare cited as the operation unit 143. When the operation unit 143 isoperated by the player, the operation unit 143 generates a signalcorresponding to the operation, and supplies the signal to the terminalprocessing unit 145. The terminal device 2 transmits the operationsignal generated by the player to the server 100 through the terminalcommunication unit 141 to request an operation necessary for theprogress of the game.

The display unit 144 is to display video corresponding to video data andimages corresponding to image data supplied from the terminal processingunit 145, where the video and the images constitute the main part of thescreen 2 a of the terminal device 2 to be described later. The displayunit 144 may be any device as long as it can display text, video,images, and the like, such as a liquid crystal display or an organic EL(Electro-Luminescence) display.

The terminal processing unit 145 comprises one or more processors suchas a CPU and an MPU, and peripheral circuits thereof to performcentralized control of the entire operation of the terminal device 2.For example, a unit having a structure equivalent to that of thecomputing unit 101 of the server 100 mentioned above can be exemplified.The terminal processing unit 145 further controls the operation of theterminal communication unit 141, the display unit 144, and the like sothat various kinds of processing on the terminal device 2 will beperformed along the programs (such as the operating system program, thedriver programs, and the application programs) stored in the terminalstorage unit 142 in an appropriate procedure according to the operationsof the operation unit 143 and the like.

This terminal processing unit 145 comprises at least a browsingexecution unit 146 implemented by the above-mentioned various programsor as a functional module mounted in the terminal device 2 as thefirmware. This browsing execution unit 146 acquires display data relatedto the progress of the game mentioned above, and provides the displaythereof. In other words, the browsing execution unit 146 transmits anacquisition request for the display data related to the progress of thegame to the server 100 through the terminal communication unit 141 inaccordance with an instruction from the player, and receivescorresponding display data from the server 100 through the terminalcommunication unit 141. Further, the browsing execution unit 146 createsdrawing data based on the display data received. In other words, thebrowsing execution unit 146 analyzes the received display data tospecify control data and content data, lays out the specified contentdata according to the specified control data to reconfigure the drawingdata, and outputs the drawing data to the display unit 144.

Here, for example, the outline of an operation sequence in the gamesystem 1 is as follows, namely: When the player instructs the terminaldevice 2 through the operation unit 143 of the terminal device 2 toexecute a program, the terminal device 2 starts processing based on theprogram, and the terminal processing unit 145 implemented by the programtransmits an acquisition request, for example, for a game introductionscreen, to the server 100 through the terminal communication unit 141 ofthe terminal device 2. In the server 100 that received the acquisitionrequest, the control unit 134 of the server processing unit 133 createsdisplay data for displaying the introduction screen. Then, the controlunit 134 transmits the created display data to the terminal device 2through the server communication unit 131. The terminal processing unit145 that received the display data through the terminal communicationunit 141 creates drawing data based on the display data, and outputs thedrawing data to the display unit 144 of the terminal device 2 to displaythe game introduction screen.

When participation in the game is instructed on the game introductionscreen by the player through the operation unit 143 of the terminaldevice 2, the terminal processing unit 145 transmits an acquisitionrequest for another game screen (for example, a screen including a menufor enhanced synthesis or evolutionary synthesis between the charactercard C1 and items) to the server 100 through the terminal communicationunit 141. In the server 100 that received the acquisition request, thecontrol unit 134 of the server processing unit 133 creates display datafor displaying the game screen. Then, the control unit 134 transmits thecreated display data to the terminal device 2 through the servercommunication unit 131. The terminal processing unit 145 that receivedthe display data through the terminal communication unit 141 createsdrawing data based on the display data, and outputs the drawing data tothe display unit 144 of the terminal device 2 to display the gamescreen.

When the player selects the implementation of enhanced synthesis orevolutionary synthesis of the character card C1 on this game screen, theterminal processing unit 145 transmits an acquisition request for ascreen for selecting items (the items A1 to A4 in the above example) tobe synthesized with the character card C1 to the server 100 through theterminal communication unit 141. In the server 100 that received theacquisition request, the control unit 134 of the server processing unit133 creates display data for the screen, and the terminal processingunit 145 of the terminal device 2 that received the display datadisplays a list of items owned by the player on the display unit 144,for example, in a manner to be selectable by the player. Then, each ofthe above-mentioned processing steps is executed to perform the enhancedsynthesis or the evolutionary synthesis of the character card C1.

According to the game program, the game system 1, and the control methodconfigured as mentioned above, a “personality” is provided for acharacter card (first game content) owned by the player, such as apreference for food, goods, or a hobby (liking/disliking or strong/weakpoints), and “levels” associated with the “personality” of the charactercard are set as characteristic parameters for the items A1 to A4 (secondgame contents) to be synthesized with the character card to enable theenhancement or the evolution of the player character. Then, these arecombined and synthesized so that the “degree of intimacy” with theplayer separately set as a characteristic parameter for the charactercard can be changed according to the “levels” as the characteristics ofthe items A1 to A4.

As a result, the “degree of intimacy” of each character card is madedifferent, such as the case where the “degree of intimacy” of a specificcharacter card among the character cards owned by the player isincreased, whereas the “degrees of intimacy” of the other charactercards are relatively decreased, and this may increase attachment to acharacter card higher in the “degree of intimacy,” or create a desire tofurther enhance the “degree of intimacy” of a favorite character card.Therefore, differences in the degree of ties between respectivecharacter cards and the player are generated, so that variation in theusage of character cards and the game development for increasing the“degree of intimacy” can be increased. Thus, new values can be added tothe character cards owned by the player in a relationship with theplayer. As a result, an unpredictable quality can be given to the gameto drastically improve the fun of and interest in the game compared withthe conventional. Further, player's interest in the game and motivationto continue the game can be raised.

Since the “levels” set for the items A1 to A4 as shown in Table 1 areconcealed from the player, the player cannot directly recognize the“levels” literally, but the player can check on the game screen shown inFIGS. 2A to 2D indicative of the results of synthesis between thecharacter card C1 and the items A1 to A4 to infer the levels” of theitems A1 to A4. Thus, the player collects and learns pieces ofinformation on the “levels” of the items A1 to A4, and makes use thereoffor the next play so that the player can make the game progressadvantageously or further increase variation in the game development. Inthis regard, the unpredictable quality of and interest in the game thatare not present in conventional games can be realized, and henceplayer's interest in the game and motivation to continue the game can befurther raised.

Further, as previously described, the items A1 to A3 among the items A1to A4 are set as triggers for exhibiting effect E1 (defense power up),effect E2 (attack power up), and effect E3 (chips given) as specificeffects on the character card C1, and a lottery for exhibiting any ofthese effects E1, E2, and E3 is held based on the calculation results ofthe “degrees of intimacy” in addition to the “probabilities ofoccurrence” of the effects E1, E2, and E3. Thus, since the influences ofthe “levels” set for the items A1 to A4 to change the “degrees ofintimacy” can be taken into account in exhibiting the specific effects,the skills and difficulty levels of the game can be enhanced to furtherimprove the fun of and interest in the game.

As mentioned above, the invention disclosed herein is not limited to theaforementioned embodiments and the variations already described, andvarious modifications are possible as long as the gist of the inventionis not changed. For example, the configuration of the server 100 shownin FIG. 1 is also adapted to the client computer 21 and the mobileterminal 22 as terminal devices 2 despite some differences in throughputand the like. Conversely, the client computer 21 and the mobile terminal22 can be used as servers 100, i.e., any of computers connected throughthe network 200 can function as a server.

Further, in the server 100, mass-storage devices such as a hard disk andan SSD may be used to perform functions equivalent to those of the ROM102, the RAM 103, the external memory 106, and the memory device loadedinto the slot drive 108. These storage devices may not be made redundantby a RAID, or may not be connected to the computing unit 101 through thetransmission path 120. For example, these storage devices may beconnected to any other external apparatus through the network 200 aspart of cloud computing.

Further, the network interfaces in the server 100 and the terminaldevice 2 may be either of wireless LAN devices and wired LAN devices,and the network interfaces may be internally mounted, or may be of anexternal device type such as a LAN card. Further, a game machineconnectable to the network 200 may be used as the terminal device 2. Inaddition, for example, an online karaoke machine can also be used.

The game settings are also not limited to the specific examples in theaforementioned embodiments, and further variations shown below can alsobe cited.

A third embodiment shows an example of a mode in which a player ownsmultiple character cards, and when the player feeds too much food itemto a specific character card, the “degree of intimacy” of the specificcharacter card is reduced. In this case, such a setting that charactercards other than the specific character card develops a “feeling ofjealousy over,” a “rivalry with,” and an “obsession with” the specificcharacter card fed with much food as an interpretation of theperspective of the game world, and this results in a reduction in the“degree of intimacy” between the specific character card and the playercan be assumed. In this case, if the amount of food item determined tobe too much to feed the specific character card is prescribed and the“degree of intimacy” is reduced without exception each time the amountof feed exceeds the prescribed amount, the game balance may be lost.Therefore, even when the amount of feed reaches the prescribed amount, alottery or the like may be held to reduce the “degree of intimacy” witha certain probability.

A fourth embodiment has a procedure in which step SP50 shown in FIG. 1is not executed immediately when the “degree of intimacy” is greaterthan or equal to Smax, and items for exhibiting specific effects aresynthesized with the character card C1 in step SP50 to exhibit thespecific effects. The items A1, A2, and A3 to which the effects E1, E2,and E3 are set as described in the second embodiment can be exemplifiedas such items to exhibit the specific effects. In this case, Smaxfunctions as a threshold value for the “degree of intimacy” that canexhibit the specific effects.

In this embodiment and the second embodiment, the player may be made torecognize that the effects E1, E2, and E3 are set to the items A1, A2,and A3. Specifically, in this case, an appropriate method may be used todisplay, on the screen 2 a of the terminal device 2, that each of theitems A1, A2, and A3 are specified to exhibit each of the effects E1,E2, and E3, for example, when the “degree of intimacy” exceeds Smax.Alternatively, rendition may be provided when the character card C1 issynthesized with the items A1, A2, and A3 so that the player canunderstand that each of the items A1, A2, and A3 are specified toexhibit each of the effects E1, E2, and E3. Further, the items A1, A2,and A3 may be displayed in a display form (such as a differentiablecolor, shape, size, or flashing of a moving image) different from thatof any item, for example, item A4 to which no effect is set.

A fifth embodiment has such a structure that does not merely change the“degree of intimacy” of a character card according the “level” of asingle item, or in addition to that, the structure can also change the“degree of intimacy” of the character card C1 according to a combinationof two or more items. More specifically, for example, such a structurethat adds a larger increment of the “degree of intimacy” than the casewhere the items A1 and A2 are synthesized independently using an analogyfrom the fact that a combination of both when the item A1 is yogurt andthe item A2 is a fruit sauce can be more tasty in the real world can becited. At this time, for example, if the item A3 is the same kind offruit as the fruit sauce of the item A2 and is further combined, theincrement of the “degree of intimacy” may be further increased. In othercases, similar settings can be made, such as a case where two or moreitems of foods or cooking methods that are said to be good nutritionallyin the real world are combined. Further, a structure for making a“level” initially set to each item higher when these items A1, A1, andA3 are selected at the same time without changing the “degree ofintimacy” can be adopted.

Conversely, a structure for making the increment of the degree ofintimacy smaller or the degree of intimacy lower than the case ofsynthesizing these items independently when items of foods or cookingmethods are combined, where the combination of foods is said to be badto be eaten together in the real world (regardless of the presence orabsence of a scientific basis), can be adopted. Even in this case, thestructure may reduce the “level” initially set to each item when theseitems are selected at the same time, rather than changing the “degree ofintimacy.”

In a sixth embodiment, when the “levels” of the items (the items A1 andA2 in the examples of the first embodiment and the second embodiment)selected by the player increase the “degree of intimacy” in a statewhere the “degree of intimacy” of the character card C1 exceeds apredetermined value, the setting may be made to reduce the previous“degree of intimacy” in an opposite manner. Since a state where the“degree of intimacy” of the character card C1 is already high enough isoften assumed as a result of giving the liked item A1 or loved item A2 alot, a structure of reducing the previous “degree of intimacy” can beadopted using an analogy from the real world that the character cardwould be already surfeited even if the item of the same kind of likedfood or loved food is further fed.

In a seventh embodiment, when the game is a social game that allowsmultiple players to participate therein, the structure may be such that,an item selected by a player P1 and a character card owned by anotherplayer P2 among the multiple players can be combined and synthesized,and vice versa. In these cases, the “degree of intimacy” between theplayer P2 and the character card can be changed based on the“personality” provided for the character card of the player P2 and the“level” of the item selected by the player P1 with respect to the“personality.” Such a structure can facilitate the communication betweenthe player P1 the player P2 participating in the social game such asexchange and cooperation therebetween, contributing to the vitalizationof the social game as a whole.

In this embodiment, the “levels” set for the items may be made differentfor each of character cards owned by the players P1 and P2,respectively. For example, such a structure that the “level” of apple asthe item A1 is set to “like” as the preference of the character card ofthe player P1, whereas “dislike” is set as the preference of thecharacter card of the player P2 is cited. Another structure is that anyof display forms of the character cards owned by the players P1 and P2,respectively, the items A1 to A4, and rendition may be made differentfrom one another. As the rendition effects, various techniques allowingthe players to recognize the effects can be adopted in the same manneras the rendition upon the synthesis between the character card and theitems mentioned above. These display forms may be changed or deformedbased, for example, on differences among items as second game contents,or they can be changed or deformed based on differences among charactercards as first game contents. The timing of performing the rendition isnot limited to the time of synthesizing both.

As described above, the program and the control method for the gamesystem of the invention disclosed herein can add unprecedented newvalues to game content owned by a player(s), give an element of surpriseto improve the fun of and interest in the game drastically compared withthe conventional, and enhance the player's interest in the game andmotivation to continue the game. Therefore, it is possible to make wideand effective use of the invention in areas related to games using gamecontent, for games in general (particularly those including social gameelements), which are delivered, provided, and performed particularly ina server-client type network structure, software and hardware relatedtechnologies in general, which are related to delivering, providing, andperforming the games, and further activities of designing,manufacturing, and selling the games.

DESCRIPTION OF REFERENCE NUMERALS

-   1: game system-   2: terminal device-   2 a: screen-   21: client computer (terminal device)-   22: mobile terminal (terminal device)-   31, 32, 33, 34: gauge representing calculated “degree of intimacy”    (a characteristic parameter of a first game content)-   41, 42, 43, 44: FIG.-   100: server (computer)-   101: computing unit (control unit)-   102: ROM (information storage unit)-   103: RAM (information storage unit)-   104: external interface-   105: input unit-   106: external memory-   107: image processing unit-   108: slot drive-   109: audio processing unit-   110: network interface-   111: display monitor-   112: speaker device-   120: transmission path-   131: server communication unit-   132: server storage unit-   133: server processing unit-   134: control unit-   135: battle starting unit-   136: player entry unit-   137: battle progressing unit-   138: reward imparting unit-   141: terminal communication unit-   142: terminal storage unit-   143: operation unit-   144: display unit-   145: terminal processing unit-   146: browsing execution unit-   200: network (communication line)-   A1 to A4: item

What is claimed is:
 1. A server device that provides a game using afirst game content and second game content different from the first gamecontent, the server device comprising: an information storage unitstoring information related to the game; and a control unit foraccessing the information and executing an operation related to thegame, wherein the control unit executes the steps of: setting apersonality to the first game content; setting a characteristicparameter of the first game content; setting a level about thepersonality of the first game content, the level being concealed fromthe player, as one of characteristic parameters of the second gamecontent; causing the player to select any of the second game contents;and changing the characteristic parameter of the first game contentbased on the personality of the first game content and the level of theselected second game content.
 2. The server device according to claim 1,wherein the control unit further executes a step of making different anyof display forms of the first game content, the second game content, andrendition according to the second game content.
 3. The server deviceaccording to claim 1, wherein the control unit further executes a stepof exhibiting a specific effect based on the degree of intimacy.
 4. Theserver device according to claim 3, wherein the specific effect is toenable the first game content to use a predetermined skill and/or tochange ability of the first game content.
 5. The server device accordingto claim 3, wherein the control unit further executes the steps of:setting a specific second game content among the second game contents asa trigger to exhibit the specific effect and setting an appearanceprobability of the specific effect to the specific second game contentas the trigger; and exhibiting the specific effect based on the degreeof intimacy and the appearance probability.
 6. The server deviceaccording to claim 1, wherein the control unit further executes a stepof changing the characteristic parameter of the first game content orthe level of the second game content according to a combination of aplurality of the second game contents.
 7. The server device according toclaim 1, wherein the control unit further executes a step of inverselyreducing the degree of intimacy, when the level of the second gamecontent selected by the player increases the degree of intimacy in astate where the characteristic parameter of the first game contentexceeds a predetermined value.
 8. The server device according to claim1, wherein a plurality of players can participate in the game, and thecontrol unit further executes a step of combining a second game contentselected by one player in the plurality of players with a first gamecontent owned by another player in the plurality of players, andchanging a degree of intimacy between the other player and the firstgame content based on a personality of the first game content owned bythe other player and a level of the second game content selected by theone player.
 9. A method for controlling a server device having aninformation storage unit storing information related to a game using afirst game content and second game content different from the first gamecontent, and a control unit for accessing the information and performingcalculations related to the game, the control unit executes the stepsof: setting a personality to the first game content; setting acharacteristic parameter of the first game content; setting a levelabout the personality of the first game content, the level beingconcealed from the player, as one of characteristic parameters of thesecond game content; causing the player to select any of the second gamecontents; and changing the characteristic parameter of the first gamecontent based on the personality of the first game content and the levelof the selected second game content.
 10. A computer-readable recordingmedium having recorded therein a process for causing a computer toexecute the steps of: accessing an information related to a game using afirst game content and second game content different from the first gamecontent, setting a personality to the first game content; setting acharacteristic parameter of the first game content; setting a levelabout the personality of the first game content, the level beingconcealed from the player, as one of characteristic parameters of thesecond game content; causing the player to select any of the second gamecontents; and changing the characteristic parameter of the first gamecontent based on the personality of the first game content and the levelof the selected second game content.
 11. A game system that comprises: aterminal device operated by a player; and a server device which providesa game using a first game content and second game content different fromthe first game content, the game system comprising: an informationstorage unit for storing information related to the game; and a controlunit for accessing the information and executing an operation related tothe game, wherein the control unit executes the steps of: setting apersonality to the first game content; setting a characteristicparameter of the first game content; setting a level about thepersonality of the first game content, the level being concealed fromthe player, as one of characteristic parameters of the second gamecontent; causing the player to select any of the second game contents;and changing the characteristic parameter of the first game contentbased on the personality of the first game content and the level of theselected second game content.